I'm trying to change the smoothing groups on this model to get a better bake but they won't update or change at all. I've tried resetting X-Form and deleting the material and a few other things but it won't fix it. The only thing that let me change the smoothing groups and have it show was putting the 3-point shader onto…
Hi all, I was wondering if its possible to create a tileable texture in zbrush without needing a tileable mesh. To clarify, I already have a lowpoly building modeled out and I want to create a tileable texture for things like the roof and wood panels. Can I just create the highpoly mesh and bake out the detail (AO, spec,…
Dynamesh creates entirely new geometry so it's only normal that your uv will be destroyed. High poly meshes (the source in your bake) doesn't need UVs at all. What you can do now, is use your original parts, pre-Zbrush with UVs as your low poly and your dynameshed high poly models as the source for your bakes. And texture…
Hey, looking good! I think the some surfaces are starting too look a bit busy (e.g. stone wall) partly due to exaggerated shading of the surfaces (displaced mesh + normal map?), which swallows some of the primary shapes (undefined edges). Transferring the normals from the original shape to displaced mesh could help to…
Need an advice... I have an atlas of patterns and I want to use them as decals. Currently I build a material that can choose which segment to use That means that only way I can use all 25 shapes is to create 25 instance materials and that's not what I like so much. Maybe there is a way to transfer somehow into Dacal object…
I tried Alembic cache with bad results... I couldn't get it transfer all materials slots properly as UE4 made whole character into a single material. I know I don't have ... but I want to ;p ... also single joint boobs is what I've been using so far. I just wanted to add more detail for boobs. Its not for game play just…
I've been using substance painter to bake out normal maps and AO. Then I took a crack at marmoset toolbag's baking tool and ended up with the same results. I will definitely go back and re do this in pieces . So far I tried baking them individually and it worked but the information did not transfer over well. Should I just…
Let me show you the UV changes that I have made. The first one is the original with the uncorrected UVs and the second one is the one with the corrected UVs. This was done in 3Ds Max and the correction in the UVs was also done there. Now I want to either transfer the corrected UVs to the High Poly mesh with all the sculpt…
Hands are probably the fastest way to cull a lot of bones quickly. There are normally 16-20 bones per hand in the rigs I make, that's a huge savings if you can bring that number down. You can merge a few fingers together and control them with one chain of bones instead of separate chains. Removing twist bones and spine…
Free time, I had a teacher form there and he said some of the guys even compete themselves against one and another to see who can do X in Blender at a certain period of time. They don't use it officially for work related products, just personal stuff, but many would love to have the option in the pipeline. Only issue is,…